|BlackUhuru Goblin Squad Member|
It seems like a lot of people are concerned about the PvP aspect of PFO, I understand their concerns but I think it's more or less a case of not having enough experience playing in that kind of environment. PvP in PFO will most likely not be Darkfall or Mortal, let me explain.
1. PFO is not full loot, you only drop a portion of what's in you bag. No armor drop, no weapon drops. In Darkfall and Mortal as full loot systems, you as a player gain everything you need to play the game from full loot drops, in PFO item drops from PvP will be minimal at best.
2. In Darkfall and Mortal there is litteraly no PvE to speak of, all there is for combat is PvP. Ryan has made it very clear that PvE in PFO will be very robust and rewarding. You will gain more rewards and riches through PvE. Players tend to follow the path of least resistance and fortune.
3. In Darkfall and Mortal there are no safe zones other then in a few cities, and even in the cities you can be killed out side the gates, this leads to griefers concentrating at the front gates for the easy kill. In PFO the safe zones are going to be much larger, maybe 4-10 hexes in size, so the griefers will have to venture further out into hostile territory to get a kill. And we all no griefers don't enjoy risk, they want easy kills and don't enjoy being challenge by equal opponents.
4. Convenience! If you spend 30 minutes to travel out into the wilderness to hunt mobs or gather resources, I will bet that before you attack another player you will consider the fact that if you lose your going to have a long ride back. In PFO travel will be a huge determining factor for many players.
5. The size of the world! In Ultima Online the world is so large that you could spend hours hunting by yourself without ever running into another player, and in most cases that other player is doing something other then trying to kill you. Once again the majority of gankers in UO would camp out side of cities or teleportation stones, looking for the easy kill.
6. Give players more rewarding features other then PvP and you will see a more balanced game. If PvE is more rewarding then PvP, players will do what's more rewarding for them.
If PFO provides its players with a rewarding and robust PvE and non combat experience we will have a great game.
^^ This 100%
I've played a lot of games that allowed dual boxing and in my experience it never bothered me. For the most part it was just solo players grinding out mobs and using a buff bot.
But what does get annoying is when your out exploring and keep running into player chars that don't respond (dual char left unattended). I found myself just killing them for no reason other then being annoyed.
So either way I'm fine with it if that's what one wants to do but I personally would prefer not to run into dozens of unattended chars hiding in the bushes with no pulse.
My top 10 worst game designs:
1. Instances - PvE, PvP and housing, takes players out of the world.
I understand some people will open this thread and respond with a typical "TL;DR" and I could care less, this is for Ryan and the Dev team. I would highly recommend everyone read it but realize most won't.
Auction houses killed the crafter, if you read Raph Kosters blog above it gives insight into how and why. If you look at every MMO developed in the past 8 years with auction houses you will notice crafting is insignificant game feature and only a handful of elite gamers can benefit from auction houses.
If PFO really wants crafting to be a viable option of game play then please dont give in to convenience/auction house!!
"Every inconvenience is a challenge, and games are made of challenges. This means that every inconvenience in your design is potentially someone’s game".
~ Raph Koster
Once upon a time, there was a game set in a science fiction universe where the economy was very important. Its name was not Eve.
Now, most of these players engaged in the system in a shallow way. Advanced versions of the capabilities cited above were unlocked based on RPG-style advancement. You had to choose to do a lot of merchant activity in order to get Merchant XP, in order to unlock more advanced advertising capabilities etc. But even a dabbler could run a small business.
As long as no one breaks The Six River Freedoms I don't care what the citizens of the River Kingdoms do, they are free here to live as they wish. But once you break your Oath I will be forced to track you down and slide my blade across your throat, your blood will flow like the Sellen River leaving your last mark on this planet.
How about making spell casters use reagents to cast spells. Low lvl spell would only use say 2 ginseng, 2 garlic, 1 mandrake root, these reagents would be cheap cost off npc vendors.
Higher lvl spells would cost more in reagents and even some reagents could only be gathered from highend zones or drops from elite lvl creatures.
This would prevent spellcasters from spamming spells if it cost them a fortune, this way spellcasters could still have extremely powerful spells but only at a cost.
And with weight limitations and bag space one could only carry so many reagents at a time.
Having to pay for low lvl reagents also helps consume ingame gold, and high lvl reagents would give the adventurer something to find and sell for a good price on the market.
Kind of off topic I just wanted see what you guys/gals thought about an idea.
In UO if your killed by a monster that same mob will take items from your bag when you die, after you go back to collect your corpse/husk you can try and kill that monster to get your items back.
What I would like to see in PFO is that if your killed and looted by a mob whatever that mob keeps remains on that mobs inventory forever, so if your not able to get back to your corpse or you can't find the mob that looted you others will have that opportunity to collect the items if and when that mob is killed.
I always found having to get revenge and get my stuff back from a mob that killed me adds another layer of realism and fun.
I would like to see the treasure chest come back with PFO, instead of mobs dropping coin and weapons let that stuff be found in chests and boxes.
For instance let's say you happen apon a goblin encampment, in this encampment is surrounded by many goblins of all types.
In the center of there encampment is treasure chests and crates full of goods they have collected o er time from scavenging and killing adventurers.
This is how you get gold and weapons from treasure chests, not from the mobs dropping items.
Say you venture out into the wilds and come apon a mysterious lair, you call your friends to help you clear this lair. After clearing hordes of beast in the lair you end up face to face with a group of succubis guarding a room full of treasure chest, crates and boxes full of gold and armor.
There's nothing better then finding treasure chests, and not knowing what's inside untill you dispatch the evil that surrounds them.
Also it's great when your out adventuring and you happen to find an abandoned encampment with crates and chests (Easter egg gifts).
So mobs only drop materials for crafting and all gold, magical items and armor come via treasure chests in encampments, Lairs, caves, dungeons and Easter eggs etc.
Considering in PFO if you get killed by another player you can be looted I don't think many people will be carrying around a full set of clubs.
My example above was a 2-3 hour process with many trips to the house in between stages. I would carry a few different bows at a time and swap them out for others.
I think in PFO most players will only carry what is needed for that adventure like you stated, to much risk in losing items if you get pk'ed.
Im sure there will be weight limitations in PFO.
In sandbox games I like running to town and hooking up with people looking for something to do, town was always the place to go to find a group.
As much as I liked the LFG tools in modern themepark games I tend to find the social aspect of meeting up in towns and forming your group more immersive.
It's a lot more work to get people together that way, but the towns always had people chatting it up and running around which made it feel more alive.
I would also organize large server raids from town by crafting books and writing in them all the details of what time, where to meet and what day the event will happen.
I would drop these books all over town for anyone to read. Somedays we would have dozens of players show up for the events.
Yes I never played SWG but in UO I could spend days just cruising around from player merchant to player merchant shopping. When I found a real great merchant I would mark a rune to that Players house for future trips back.
In my house I had a collection of rune books on a shelf and would port to that vendor for specific goods, so many players would specialize in certain player made goods and every item made was stamped with the names. Some items sold for alot because of the age or rarity of the items, I have some clothing made in 98 from a player named virsace that's worth millions because of who made it and it's age.
People in UO love to collect rare and old items to display in there castles.
In UO people would build library's, fully stocked with shelves and locked down books. Some books would tell stories that players wrote, some with marked runes to teleport to anywhere in the world of britania, books with various game guides, PvP hotelier, PvE spots and player merchant vendors.
Everything was player made including g the building and books used to write in.
I even built a gambling house ( Sonoma shards first speech easy), everything inside I crafted like dice, chessboards, checkers. Everything was locked down but could be used by anyone. Many of nights gambling that would soon after end up with PvP (:
Back then there was no AH so players would build large auction houses and would host auctions every week of player made goods, world rares and monster loot.
Everything in UO was player made and operated and I hope Ryan will bring that back into fashion with PFO.
Posting from my iPhone didn't proof read sorry!